
A ghost story escape room: solo, or with up to 6 people on a video call or in one room · Age 16+
There's a room in this house that isn't on the plan.
Sallow House, 1925. You've been sent to catalogue a dead woman's belongings. The housekeeper left you one instruction: don't open the door to anyone who knocks. Then the bolts slide home on their own.
Play now or save it for the night: instant access, 30 days to use it.
Game night has a problem nobody talks about: everything that's meant to be “something scary to do together” is either fifteen minutes of jump scares on a screen, or a physical escape room forty minutes away that needed booking three weeks ago.
You want something that actually holds a room's attention for an evening. Something you can start at nine and still be talking about at midnight. Something where the fun isn't watching a screen: it's the six of you arguing over what a scratched word in a wall means, on a call or on the sofa, because none of you can see what the others are holding.
THE STILL ROOM is an online escape room set in a house with a long and invented history: Sallow House, Cheshire, one autumn night in 1925. You're a cataloguer sent to list a dead woman's belongings before the house is sold. She left instructions. The instructions were specific. The house had other ideas.
THE STILL ROOM is a ghost story built to be played entirely in a browser, alone or with a full group, with no box to post and nothing to build.
A 60–90 minute ghost story, for one or for six
- Play it entirely alone, at your own pace
- Or host it: put the house up on the TV, hand everyone their phone, and make them talk to solve it
- No app, no download, no box in the post. A web browser is all it needs
- 60–90 minutes, three-tier hints if you're stuck, age 16+
Buy once
One payment covers the whole group. Sign in with the email you used at checkout.
Host or go alone
Start a games night and share the 5-letter code, or step inside by yourself.
Everyone gets their own clues
Each phone holds letters, keys and pages the others can't see. Pass things across, and talk.
Beat the clock
You have until the clock strikes twelve. Hints are there if you need them.
What's inside Sallow House
- A full Gothic house to explore, room by room: lamp and candlelight only, so nothing gives the game away before you've earned it
- Real documents you have to actually read: letters, ledgers, a household book, a family Bible. The story isn't told to you, it's found by you
- Split clues for group play: each player's phone holds something the others don't, so nobody can solve it alone
- Jump scares you can switch off, and dread you can't: a toggle turns off the sudden shocks without turning off the atmosphere
- Three-tier hints: a nudge, a stronger nudge, then a straight answer, so nobody's night dies on one puzzle
- 30 days of access from purchase, so there's no pressure to finish in one sitting
- Age 16+, for one honest reason: it's genuinely unsettling, not because of anything explicit
Before you ask
Will it work when we sit down to play?
It's a web page, not a delivery, so there's nothing to arrive. Buy it now, play it the moment you want to, any time in the next 30 days.
What if it's too hard, or too easy?
There's a three-tier hint system built in: a gentle nudge, a stronger one, then the answer outright if you need it.
Is it too scary for some of us?
A setting turns off jump scares completely, so everyone can play the whole thing. The atmosphere and the story stay; the game just stops jumping at you.
We're not all in the same room. Can we still play together?
Yes. Everyone on a video call, each on their own phone or laptop, the host sharing the house on screen if they want a shared view. You talk to solve it either way.
One payment. Whole group. No per-player charge.
$24.99 · up to 6 players · 30 days of access
Most physical escape rooms charge per head, booked weeks ahead, at a fixed time, in a building you have to travel to. THE STILL ROOM is one payment for the whole group, starts the second you're ready, and works from the sofa. Play it solo if that's more your evening: same price, same house, same 60–90 minutes.
Instant access. Play tonight or any night in the next 30 days.
Our promise: if you can't get it to work, email us and we'll put it right or refund you. If the page won't load, your access won't activate or something's broken on our end, that's on us to fix, not on you to troubleshoot mid-game.
Questions
What do we need to play?
A web browser on a phone, tablet or laptop. No app to install, nothing to download.
How many people can play?
Up to 6 on one purchase, or play entirely solo. Each player needs their own device to hold their own clues; that's what makes the group version work.
How long does it take?
60–90 minutes for most groups. You have 30 days of access to finish it whenever suits.
What age is it suitable for?
16+. It contains jump scares, which can be turned off completely. The unsettling atmosphere stays either way; that's the point.
Can we play remotely?
Yes, it's designed for both: a video call with everyone on their own device, or the house on the TV in one room with phones handed round.
What if someone has to leave partway through?
The game carries on. Whatever was in their pockets is shared out to the players still there.
Do we need to finish in one go?
No. Your progress is saved, and you have 30 days from purchase.
Who is this NOT for?
Under-16s. Anyone after jump scares with no reading or puzzle-solving. And anyone wanting a five-minute distraction: this is built to fill a proper evening.
Think your team is quick? See the fastest escapes on the leaderboard.
Sallow House is locked for the night. Someone has to work out what it's been keeping since 1868, and you've got until midnight to do it right.
Whole group, one payment. Instant access, 30 days to play it.
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